CumInCAD is a Cumulative Index about publications in Computer Aided Architectural Design
supported by the sibling associations ACADIA, CAADRIA, eCAADe, SIGraDi, ASCAAD and CAAD futures

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Hits 1 to 20 of 482

_id 8ee5
authors Koutamanis, A., Mitossi, V.
year 1996
title SIMULATION FOR ANALYSIS: REQUIREMENTS FROM ARCHITECTURAL DESIGN
source Full-Scale Modeling in the Age of Virtual Reality [6th EFA-Conference Proceedings]
summary Computerization has been a positive factor in the evolution of both kinds of analysis with respect to cost, availability and efficiency. Knowledge-based systems offer an appropriate implementation environment for normative analysis which can be more reliable and economical than evaluation by human experts. Perhaps more significant is the potential of interactive computer simulation where designs can be examined intuitively in full detail and at the same time by quantitative models. The advantages of this coupling are evident in the achievements of scientific visualization. Another advantage of computational systems is that the analysis can be linked to the design representation, thereby adding feedback to the conventional visualization of designs in drawing and modeling systems. Such connections are essential for the development of design guidance systems capable of reflecting consequences of partial inadequacies or changes to other aspects in a transparent and meaningful network of design constraints.

The possibilities of computer simulation also extend to issues inadequately covered by normative analysis and in particular to dynamic aspects of design such as human movement and circulation. The paper reports on a framework for addressing two related problems, (a) the simulation of fire escape from buildings and (b) the simulation of human movement on stairs. In both cases we propose that current evaluation techniques and the underlying design norms are too abstract to offer a measure of design success, as testified by the number of fatal accidents in fires and on stairs. In addition, fire escape and stair climbing are characterized by great variability with respect to both the form of the possible designs and the profiles of potential users. This suggests that testing prototypical forms by typical users and publishing the results as new, improved norms is not a realistic proposition for ensuring a global solution. Instead, we should test every design individually, within its own context. The development of an affordable, readily available system for the analysis and evaluation of aspects such as fire escape and stair safety can be based on the combination of the technologies of virtual reality and motion capture. Testing of a design by a number of test people in an immersion space provides not only intuitive evaluations by actual users but also quantitative data on the cognitive and proprioceptive behaviour of the test people. These data can be compiled into profiles of virtual humans for further testing of the same or related designs.

keywords Model Simulation, Real Environments
series other
type normal paper
email
more http://info.tuwien.ac.at/efa/
last changed 2004/05/04 14:40

_id 8b8d
authors Martens, B., Voigt, A. and Linzer, H.
year 1996
title Information Technologies within Academic Context: Remote Teamwork – A Challenge for the Future
doi https://doi.org/10.52842/conf.caadria.1996.227
source CAADRIA ‘96 [Proceedings of The First Conference on Computer Aided Architectural Design Research in Asia / ISBN 9627-75-703-9] Hong Kong (Hong Kong) 25-27 April 1996, pp. 227-232
summary "Remote Teamwork”, i.e. the substance-related cooperation of people over spatial distances in decision-situations relies on "CIVIC” (Computer-Integrated Video-Conferencing-audio-visual communication at spatial distances integrating interactively digital, spatial computer models) and "CISP” (Computer-Integrated Spatial Planning) aiming at the elaboration of suited remote-working structures of research, project transactions and teaching preferably on the basis of "ATM” (a technology of broad band telecommunications). The generation and manipulation of digital spatial models and their virtual transportation within large spatial distances represent the main research objectives. The efficient use of teaching resources calls for the integration of new teaching possibilities within the framework of "Remote Teamwork”, e.g. Distributed and Shared Modelling, Distant Learning and Remote Teaching. The Faculty of Architecture, Urban and Regional Planning therefore is stressing information technologies within academic context. The following contribution is dedicated to the focal field of research and teaching "Remote Teamwork” of the Vienna University of Technology. This project is carried out in cooperation with the Institute of Spatial Interaction and Simulation (IRIS-ISIS), Vienna and the Research Institute for Symbolic Computation (RISC Linz-Hagenberg). Teaching experience relevant for "Remote Teamwork” is derived from various experiments of cooperative teamwork.
series CAADRIA
email
last changed 2022/06/07 07:59

_id 22fd
authors Chou, Wen Huey
year 1996
title An Empirical Study of 2d Static Computer Art: An Investigation of How Contemporary Computer Art is Affected by Media
doi https://doi.org/10.52842/conf.caadria.1996.081
source CAADRIA ‘96 [Proceedings of The First Conference on Computer Aided Architectural Design Research in Asia / ISBN 9627-75-703-9] Hong Kong (Hong Kong) 25-27 April 1996, pp. 81-89
summary We are in the act of forming the Technology & Electronics society: a society which cultural, psychological, social and economical facets take shape according to the development of technology and electronics, specially in the fields of computer and information. The influence of these mighty functions, produced by the bit, is prevalent in all the science and social courses; in fact, it has already invaded the artistic world. It did not take long after the birth of the computer for it to become the new tool for artistic production; it revolutionized the traditional production habits, production procedures, methods of expression and the work place in artistic creativity, thus bringing the tides of change in the artistic context and attitude towards the study of the Arts.
series CAADRIA
last changed 2022/06/07 07:56

_id ddssar9612
id ddssar9612
authors Gorawara-Bhat, Rita
year 1996
title The physical context of social order
source Timmermans, Harry (Ed.), Third Design and Decision Support Systems in Architecture and Urban Planning - Part one: Architecture Proceedings (Spa, Belgium), August 18-21, 1996
summary The present ethnographic study of work settings in an established survey research center (Midwest Survey) is unique in that it combines both social organizational specifcs j4 interior physical context in contrast to previous studies that have focussed either on physical aspects or on the social dimensions of work settings. For more than four years the author observed the spatial adaptation by personnel of Midwest Survey. The dates under consideration roughly coincide with a move of Midwest Survey from an original facility to a new (and larger) set of offices. Anchored by seventy three open-ended interviews (constituing roughly 30% of the staff) the observations were carried on during and after the interviews. The synthesis of the ethnographic material revealed that physical settings act not only as a background for facilities, but they become a salient aspect of work life as indicators of status /role congruency and incongruency. Physical settings, therefore, are proposed as "extension" attributes of role structure. In doing so, Nadel's conceptualization of role structure as comprising pivotal arid peripheral attributes (1957) is amplified to include the physical setting as an "extension" attribute. Theoretical and practical implications of the study are suggested.
series DDSS
last changed 2003/08/07 16:36

_id maver_083
id maver_083
authors Maver, T.W., Frame, I. and Chen, Y.
year 1996
title A Human-Centred Approach Towards Design Integration
source Published in Information Representation and Delivery in Civil and Structural Engineering Design. (Ed B. Kumar ) CIVIL COMP Press, UK, 105-116
summary Many past efforts have addressed design integration in terms of inter-operation among design tools/applications. In this paper the authors attempt to stress the social dimension of design and the role of explicit support for human level interaction during design systems integration. A humancentred approach will be proposed by taking design integration as collaborative use of design artifacts. A virtual studio environment framework will be presented as an integration vehicle to link social and technical dimensions within a human-human interaction context. A prototype virtual studio environment will be outlined, and a demonstration of using the VSE prototype presented. This will he followed by some discussion on the related research and further work.
series other
email
last changed 2003/09/03 15:01

_id diss_fox
id diss_fox
authors Fox, M.A.
year 1996
title Novel Affordances of Computation to the Design Process of Kinetic Structures
source Massachusetts Institute of Technology, Cambridge, MA
summary This paper is a discourse into the relationship between the process, computational tools and the role which symbolic structure can play in both. I argue the relationship of the process and tools is dialectic, whereby the tools we utilize in design develop new heuristics, the methodologies in turn, if reflectively understood, can be more aptly facilitated through the development of novel tools. The tools and the process then evolve together. A theory is laid out exploring the human visual information processing systems pertinence to the limitations in mental three-dimensional imaging and transformation operations as relevant to the operations of drawing and mental visualization within the architectural design processes, substantiating the designers necessity to draw (by traditional means, but more importantly here, through the inclusive integration of CAD within the process). The necessity to draw is explored as a representational process to the visual system as predicated upon the existence of a structured internal library of diagram-like representations in our heads. I argue that the ways we utilize such idiosyncratic libraries is predicated upon the ways in which we go about structuring the perceived experienced world around us into symbol systems. And finally, the ways we utilize our reflective understanding of the heuristic transformations of these symbols within the design process in the context of a CAD environment are explored as a means to an enhanced understanding of that which is being designed and consequently as a vehicle for the development of future CAD systems to better facilitate such methodologies of designing. A personal design process of several kinetic structures is carried out in order to arrive at a localized process analysis within computer-aided design environment. Through an interactive, reflective process analysis, conclusions are drawn as to the affordances and limitations of such tools as suggestive of the operations a CAD environment might perform so as to better foster future methodologies of designing. The design experiments are utilized as a vehicle to understand the process. Specifically three kinetic projects are exploited for the prototypical operations they display. When difficulties or mental limitations are encountered with the operations, specific tools are developed to facilitate the limitation or to overcome the problem.
series thesis:MSc
more http://www.mafox.net/sm_thesis/Thesis11.pdf
last changed 2003/11/28 07:35

_id 3451
authors Harrison, Beverly L.
year 1996
title The Design and Evaluation of Transparent User Interfaces. From Theory to Practice
source University of Toronto, Toronto
summary The central research issue addressed by this dissertation is how we can design systems where information on user interface tools is overlaid on the work product being developed with these tools. The interface tools typically appear in the display foreground while the data or work space being manipulated typically appear in the perceptual background. This represents a trade-off in focused foreground attention versus focused background attention. By better supporting human attention we hope to improve the fluency of work, where fluency is reflected in a more seamless integration between task goals, user interface tool manipulations to achieve these goals, and feedback from the data or work space being manipulated. This research specifically focuses on the design and evaluation of transparent user interface 'layers' applied to graphical user interfaces. By allowing users to see through windows, menus, and tool palettes appearing in the perceptual foreground, an improved awareness of the underlying workspace and preservation of context are possible. However, transparent overlapping objects introduce visual interference which may degrade task performance, through reduced legibility. This dissertation explores a new interface technique (i.e., transparent layering) and, more importantly, undertakes a deeper investigation into the underlying issues that have implications for the design and use of this new technique. We have conducted a series of experiments, progressively more representative of the complex stimuli from real task domains. This enables us to systematically evaluate a variety of transparent user interfaces, while remaining confident of the applicability of the results to actual task contexts. We also describe prototypes and a case study evaluation of a working system using transparency based on our design parameters and experimental findings. Our findings indicate that similarity in both image color and in image content affect the levels of visual interference. Solid imagery in either the user interface tools (e.g., icons) or in the work space content (e.g., video, rendered models) are highly interference resistant and work well up to 75% transparent (i.e., 25% of foreground image and 75% of background content). Text and wire frame images (or line drawings) perform equally poorly but are highly usable up to 50% transparent, with no apparent performance penalty. Introducing contrasting outlining techniques improves the usability of transparent text menu interfaces up to 90% transparency. These results suggest that transparency is a usable and promising interface alternative. We suggest several methods of overcoming today's technical challenges in order to integrate transparency into existing applications.  
series thesis:PhD
email
last changed 2003/02/12 22:37

_id 8b51
authors Refvem, Sharon
year 1996
title Constructive Learning Techniques and Color Application in Design
doi https://doi.org/10.52842/conf.ecaade.1996.371
source Education for Practice [14th eCAADe Conference Proceedings / ISBN 0-9523687-2-2] Lund (Sweden) 12-14 September 1996, pp. 371-380
summary This paper presents some of the results of my work in the area of architectural education and color application. "Constructive Learning" techniques are the framework within which a course in color theory and application has been developed for architectural students and professionals. Constructive learning theory designates three main learning phases: introductory, advanced and experienced; each of which has a unique set of requirements that must be addressed by those seeking to teach or develop meaningful tools for a given task. The introductory level is represented by those who posses little if any prior skills or knowledge in the subject area. Here it is advantageous to carefully guide the knowledge acquisition process in order to help build a knowledge foundation upon which a personalized learning process can take place. Advanced students are those that are ready, through a more focused, context related approach, to expand their capabilities. Finally, experienced learners can be defined as those capable of critically applying and innovatively using the knowledge, skills and tools that they have obtained through the introductory and advanced phases of the learning process. Because computers introduce the issue of color at a much earlier stage of design than might previously have been the case, a new set of skills and tools are needed. The proposed course seeks to define an appropriate learning methodology for designers that can provide them with not only knowledge of the subject area being covered, but also skills with which to approach it.

series eCAADe
email
last changed 2022/06/07 08:00

_id 6ec6
authors Alsayyad, Nezar, Elliott, Ame and Kalay, Yehuda
year 1996
title Narrative Models: A Database Approach to Modeling Medieval Cairo
doi https://doi.org/10.52842/conf.acadia.1996.247
source Design Computation: Collaboration, Reasoning, Pedagogy [ACADIA Conference Proceedings / ISBN 1-880250-05-5] Tucson (Arizona / USA) October 31 - November 2, 1996, pp. 247-254
summary This paper explores the use of three-dimensional simulations to investigate transformations of urban form in medieval Cairo, and lessons about using computers to support historical visualization. Our first attempt to create a single extremely detailed model of Cairo proved unworkable. From this experience we developed a database approach to organizing modeling projects of complex urban environments. The database consists of several complete models at different levels of abstraction. This approach has three advantages over the earlier one: the model is never viewed as incomplete, the framework supports both additive and subtractive chronological studies, and finally, the database is viewed as infinitely expandable. Using modeling software as a tool for inquiry into architectural history becomes more feasible with this new approach.
series ACADIA
email
last changed 2022/06/07 07:54

_id 6237
authors Kiechle, Horst
year 1996
title CONSTRUCTING THE AMORPHOUS
source Full-Scale Modeling in the Age of Virtual Reality [6th EFA-Conference Proceedings]
summary Constructing the Amorphous entails the ongoing research into a concept which aims to develop a new understanding for Art, Design and Architecture within society. Rigid, reductivist and confrontational methods based on static geometry, prejudice and competition are to be replaced by dynamic, interdisciplinary and integrative models. In his current art practice the author simulates existing architectural spaces whose interior are re-designed into sculpted environments, based on creative irregularity rather than idealised geometry. All the computer simulated “soft” environments can be realised on an architectural scale as temporary installations with the curved surfaces approximated through planar polygons cut from sheet materials. Within this framework the Darren Knight Gallery Project represents the most recently example.

The paper discusses furthermore various 3D modeling options, such as standard CAD representations, high quality rendered video walk-throughs, VRML models and physically produced, full-scale models, made of corrugated cardboard. The cost and equipment requirements necessary for full-scale modeling in cardboard are outlined.

keywords VRML, CAD, 3D Modeling, Model Simulation, Real Environments
series other
type normal paper
email
more http://info.tuwien.ac.at/efa/
last changed 2004/05/04 14:40

_id 20ff
id 20ff
authors Derix, Christian
year 2004
title Building a Synthetic Cognizer
source Design Computation Cognition conference 2004, MIT
summary Understanding ‘space’ as a structured and dynamic system can provide us with insight into the central concept in the architectural discourse that so far has proven to withstand theoretical framing (McLuhan 1964). The basis for this theoretical assumption is that space is not a void left by solid matter but instead an emergent quality of action and interaction between individuals and groups with a physical environment (Hillier 1996). In this way it can be described as a parallel distributed system, a self-organising entity. Extrapolating from Luhmann’s theory of social systems (Luhmann 1984), a spatial system is autonomous from its progenitors, people, but remains intangible to a human observer due to its abstract nature and therefore has to be analysed by computed entities, synthetic cognisers, with the capacity to perceive. This poster shows an attempt to use another complex system, a distributed connected algorithm based on Kohonen’s self-organising feature maps – SOM (Kohonen 1997), as a “perceptual aid” for creating geometric mappings of these spatial systems that will shed light on our understanding of space by not representing space through our usual mechanics but by constructing artificial spatial cognisers with abilities to make spatial representations of their own. This allows us to be shown novel representations that can help us to see new differences and similarities in spatial configurations.
keywords architectural design, neural networks, cognition, representation
series other
type poster
email
more http://www.springer.com/computer/ai/book/978-1-4020-2392-7
last changed 2012/09/17 21:13

_id 6e6a
authors Gabova, Mariya
year 1996
title About Multivariant Designing of Buildings with a Flexible Planning Structure
source CAD Creativeness [Conference Proceedings / ISBN 83-905377-0-2] Bialystock (Poland), 25-27 April 1996 pp. 95-97
summary During designing three-dimensional and spatial structure of the architectural object, computer program has a wide spectre of possibilities allowing to vary its parameters and create effective images for visual presentation. Besides the traditional ways of using the computer in order to perfect the architectural graphic ability during a compositional research, It is also very creative to develop new methods making the design process more effective in finding optimal solutions. The dynamics of social and economic relations in the contemporary society determined the flexibility and mobility of architectural object as a very important, especially for contemporary industrial architecture. The priority direction on this field is designing buildings with flexible planning spatial structure.
series plCAD
last changed 1999/04/09 15:30

_id ddss2008-02
id ddss2008-02
authors Gonçalves Barros, Ana Paula Borba; Valério Augusto Soares de Medeiros, Paulo Cesar Marques da Silva and Frederico de Holanda
year 2008
title Road hierarchy and speed limits in Brasília/Brazil
source H.J.P. Timmermans, B. de Vries (eds.) 2008, Design & Decision Support Systems in Architecture and Urban Planning, ISBN 978-90-6814-173-3, University of Technology Eindhoven, published on CD
summary This paper aims at exploring the theory of the Social Logic of Space or Space Syntax as a strategy to define parameters of road hierarchy and, if this use is found possible, to establish maximum speeds allowed in the transportation system of Brasília, the capital city of Brazil. Space Syntax – a theory developed by Hillier and Hanson (1984) – incorporates the space topological relationships, considering the city shape and its influence in the distribution of movements within the space. The theory’s axiality method – used in this study – analyses the accessibility to the street network relationships, by means of the system’s integration, one of its explicative variables in terms of copresence, or potential co-existence between the through-passing movements of people and vehicles (Hillier, 1996). One of the most used concepts of Space Syntax in the integration, which represents the potential flow generation in the road axes and is the focus of this paper. It is believed there is a strong correlation between urban space-form configuration and the way flows and movements are distributed in the city, considering nodes articulations and the topological location of segments and streets in the grid (Holanda, 2002; Medeiros, 2006). For urban transportation studies, traffic-related problems are often investigated and simulated by assignment models – well-established in traffic studies. Space Syntax, on the other hand, is a tool with few applications in transport (Barros, 2006; Barros et al, 2007), an area where configurational models are considered to present inconsistencies when used in transportation (cf. Cybis et al, 1996). Although this is true in some cases, it should not be generalized. Therefore, in order to simulate and evaluate Space Syntax for the traffic approach, the city of Brasília was used as a case study. The reason for the choice was the fact the capital of Brazil is a masterpiece of modern urban design and presents a unique urban layout based on an axial grid system considering several express and arterial long roads, each one with 3 to 6 lanes,
keywords Space syntax, road hierarchy
series DDSS
last changed 2008/09/01 17:06

_id 06e1
authors Keul, Alexander
year 1996
title LOST IN SPACE? ARCHITECTURAL PSYCHOLOGY - PAST, PRESENT, FUTURE
source Full-Scale Modeling in the Age of Virtual Reality [6th EFA-Conference Proceedings]
summary A methodological review by Kaminski (1995) summed up five perspectives in environmental psychology - patterns of spatial distribution, everyday “jigsaw puzzles”, functional everyday action systems, sociocultural change and evolution of competence. Architectural psychology (named so at the Strathclyde conference 1969; Canter, 1973) as psychology of built environments is one leg of environmental psychology, the second one being psychology of environmental protection. Architectural psychology has come of age and passed its 25th birthday. Thus, a triangulation of its position, especially in Central Europe, seems interesting and necessary. A recent survey mainly on university projects in German-speaking countries (Kruse & Trimpin, 1995) found a marked decrease of studies in psychology of built environments. 1994, 25% of all projects were reported in this category, which in 1975 had made up 40% (Kruse, 1975). Guenther, in an unpublished survey of BDP (association of professional German psychologists) members, encountered only a handful active in architectural psychology - mostly part-time, not full-time. 1996, Austria has two full-time university specialists. The discrepancy between the general interest displayed by planners and a still low institutionalization is noticeable.

How is the research situation? Using several standard research data banks, the author collected articles and book(chapter)s on architectural psychology in German- and English-language countries from 1990 to 1996. Studies on main architecture-psychology interface problems such as user needs, housing quality evaluations, participatory planning and spatial simulation / virtual reality did not outline an “old, settled” discipline, but rather the sketchy, random surface of a field “always starting anew”. E.g., discussions at the 1995 EAEA-Conference showed that several architectural simulation studies since 1973 caused no major impact on planner's opinions (Keul&Martens, 1996). “Re-inventions of the wheel” are caused by a lack of meetings (except this one!) and of interdisciplinary infrastructure in German-language countries (contrary to Sweden or the United States). Social pressures building up on architecture nowadays by inter-European competition, budget cuts and citizen activities for informed consent in most urban projects are a new challenge for planners to cooperate efficiently with social scientists. At Salzburg, the author currently manages the Corporate Design-process for the Chamber of Architecture, Division for Upper Austria and Salzburg. A “working group for architectural psychology” (Keul-Martens-Maderthaner) has been active since 1994.

keywords Model Simulation, Real Environments
series EAEA
type normal paper
email
more http://info.tuwien.ac.at/efa/
last changed 2005/09/09 10:43

_id ddss9851
id ddss9851
authors Torre, Carmelo and Selicato, Francesco
year 1998
title Consequences of Interdisciplinary Approaches in the Construction ofKnowledge-Bases
source Timmermans, Harry (Ed.), Fourth Design and Decision Support Systems in Architecture and Urban Planning Maastricht, the Netherlands), ISBN 90-6814-081-7, July 26-29, 1998
summary The character of interdisciplinarity in planning approaches create a new, intriguing, emerging complexity (Funtowitcz and Ravetz, 1994) in problems and in knowledge-structuring of contexts of planning practices. The key-role played by information systems (IS) implicates a re-consideration ofcharacter of knowledge to be used in knowledge-bases. The necessity of considering knowledge domains coming from social, cultural, economical, technical, physical and naturalistic approaches means dealing with different scales of value, with non homogenous parameters. The necessity ofmanaging flexible knowledge rises on the fore as fundamental issue for future information system oriented to supporting decisions. Might information systems be useful in this interdisciplinary approach ? It is necessary to contain in a knowledge-base both quantitative and qualitativeinformation ? Three alternatives are available for a conceptual discussion :the possibility of identify new approaches, in order to develop information systems able in managing new knowledge; the necessity of adding new support systems oriented to manage soft knowledge, to traditionalgeographic information systems (GIS); the possibility of non using support systems coming from a technological vision of problem for nontechnical knowledge (Latouche 1996). The first two paragraphs are due to F. Selicato. The third and the fourth paragraph are due to C. Torre.
series DDSS
last changed 2003/08/07 16:36

_id avocaad_2001_16
id avocaad_2001_16
authors Yu-Ying Chang, Yu-Tung Liu, Chien-Hui Wong
year 2001
title Some Phenomena of Spatial Characteristics of Cyberspace
source AVOCAAD - ADDED VALUE OF COMPUTER AIDED ARCHITECTURAL DESIGN, Nys Koenraad, Provoost Tom, Verbeke Johan, Verleye Johan (Eds.), (2001) Hogeschool voor Wetenschap en Kunst - Departement Architectuur Sint-Lucas, Campus Brussel, ISBN 80-76101-05-1
summary "Space," which has long been an important concept in architecture (Bloomer & Moore, 1977; Mitchell, 1995, 1999), has attracted interest of researchers from various academic disciplines in recent years (Agnew, 1993; Benko & Strohmayer, 1996; Chang, 1999; Foucault, 1982; Gould, 1998). Researchers from disciplines such as anthropology, geography, sociology, philosophy, and linguistics regard it as the basis of the discussion of various theories in social sciences and humanities (Chen, 1999). On the other hand, since the invention of Internet, Internet users have been experiencing a new and magic "world." According to the definitions in traditional architecture theories, "space" is generated whenever people define a finite void by some physical elements (Zevi, 1985). However, although Internet is a virtual, immense, invisible and intangible world, navigating in it, we can still sense the very presence of ourselves and others in a wonderland. This sense could be testified by our naming of Internet as Cyberspace -- an exotic kind of space. Therefore, as people nowadays rely more and more on the Internet in their daily life, and as more and more architectural scholars and designers begin to invest their efforts in the design of virtual places online (e.g., Maher, 1999; Li & Maher, 2000), we cannot help but ask whether there are indeed sensible spaces in Internet. And if yes, these spaces exist in terms of what forms and created by what ways?To join the current interdisciplinary discussion on the issue of space, and to obtain new definition as well as insightful understanding of "space", this study explores the spatial phenomena in Internet. We hope that our findings would ultimately be also useful for contemporary architectural designers and scholars in their designs in the real world.As a preliminary exploration, the main objective of this study is to discover the elements involved in the creation/construction of Internet spaces and to examine the relationship between human participants and Internet spaces. In addition, this study also attempts to investigate whether participants from different academic disciplines define or experience Internet spaces in different ways, and to find what spatial elements of Internet they emphasize the most.In order to achieve a more comprehensive understanding of the spatial phenomena in Internet and to overcome the subjectivity of the members of the research team, the research design of this study was divided into two stages. At the first stage, we conducted literature review to study existing theories of space (which are based on observations and investigations of the physical world). At the second stage of this study, we recruited 8 Internet regular users to approach this topic from different point of views, and to see whether people with different academic training would define and experience Internet spaces differently.The results of this study reveal that the relationship between human participants and Internet spaces is different from that between human participants and physical spaces. In the physical world, physical elements of space must be established first; it then begins to be regarded as a place after interaction between/among human participants or interaction between human participants and the physical environment. In contrast, in Internet, a sense of place is first created through human interactions (or activities), Internet participants then begin to sense the existence of a space. Therefore, it seems that, among the many spatial elements of Internet we found, "interaction/reciprocity" Ñ either between/among human participants or between human participants and the computer interface Ð seems to be the most crucial element.In addition, another interesting result of this study is that verbal (linguistic) elements could provoke a sense of space in a degree higher than 2D visual representation and no less than 3D visual simulations. Nevertheless, verbal and 3D visual elements seem to work in different ways in terms of cognitive behaviors: Verbal elements provoke visual imagery and other sensory perceptions by "imagining" and then excite personal experiences of space; visual elements, on the other hand, provoke and excite visual experiences of space directly by "mapping".Finally, it was found that participants with different academic training did experience and define space differently. For example, when experiencing and analyzing Internet spaces, architecture designers, the creators of the physical world, emphasize the design of circulation and orientation, while participants with linguistics training focus more on subtle language usage. Visual designers tend to analyze the graphical elements of virtual spaces based on traditional painting theories; industrial designers, on the other hand, tend to treat these spaces as industrial products, emphasizing concept of user-center and the control of the computer interface.The findings of this study seem to add new information to our understanding of virtual space. It would be interesting for future studies to investigate how this information influences architectural designers in their real-world practices in this digital age. In addition, to obtain a fuller picture of Internet space, further research is needed to study the same issue by examining more Internet participants who have no formal linguistics and graphical training.
series AVOCAAD
email
last changed 2005/09/09 10:48

_id cf57
authors Anumba, C.J.
year 1996
title Functional Integration in CAD Systems
source Advances in Engineering Software, 25, 103-109
summary This paper examines the issue of integration in CAD systems and argues that for integration to be effective, it must address the functional aspects of a CAD system. It discusses the need for integrated systems and, within a structural engineering context, identifies several facets of integration that should be targeted. These include 2-D drafting and 3-D modelling, graphical and non-graphical design information, the CAD data structure and its user interface, as well as integration of the drafting function with other engineering applications. Means of achieving these levels of integration are briefly discussed and a prognosis for the future development of integrated systems explored. Particular attention is paid to the emergence (and potential role) of `product models' which seek to encapsulate the full range of data elements required to define completely an engineering artefact.
series journal paper
last changed 2003/04/23 15:14

_id 3905
authors Duffy, T.M. and Cunningham, D.J.
year 1996
title Constructivism: Implications for the design and delivery of instruction
source D.H. Jonassen, (Ed) Handbook of research for educational communications and technology, N.Y; Macmillan Library reference USA
summary This will be a seminar that examines Constructivist theory as it applies to our thinking about instruction. Many folks think of constructivism as a method of instruction -- it is not. It is a framework for thinking about learning or what it means to come to know. As such, it is a framework for understanding (interpreting) any learning environment as well as a framework for designing instruction. The seminar will be organized around weekly readings. We will examine the alternative constructivist theories, e.g., socio-cultural constructivism and cognitive constructivism, and the pragmatism of Richard Rorty. However, rather than focusing on the differences between these frameworks, our emphasis will be on the implications of the broader, common framework for the design of instruction. Hence we will spend most of the semester discussing strategies for designing and delivering instruction, e.g., the work of Bransford, Collins, Pea, Jonassen, Spiro, Fosnot, Senge, and Schank. We will consider both business and schooling environments for learning -- there is significant work in both domains. There will be particular emphasis of the use of technology in instruction. We will look at the communication, information, and context providing roles of technology as contrasted to the traditional approach of using technology to deliver instruction (to teach). We will also pay particular attention to problem based learning as one instructional model. In PBL there is particular emphasis on the role of the facilitator as a learning coach (process orientation) as opposed to a content provider. There is also a particular emphasis on supporting the development of abductive reasoning skills so that the learner develops the ability to be an effective problem solver in the content domain. The major paper/project for the course will be the design of instruction to train individuals to be learning coaches in a problem based learning or goal based scenario learning environment. That is, how do you support teachers in adapting the role of learning coach (which, of course, requires us to understand what it means to be a learning coach). Design teams will be formed with the teams all working on this same design problem. A comprehensive prototype of the learning environment is required as well as a paper provide the theoretical framework and rationale for the design strategy. While not required, I would expect that computer technology will play a significant role in the design of your learning environment. With that in mind, let me note that it is not required that the prototype be delivered on the computer, i.e., I am not requiring programming skills but rather design skills and so "storyboards" is all that is required.
series other
last changed 2003/04/23 15:14

_id aa08
authors Jakimowicz, Adam
year 1996
title Education of the Architect - Two Approaches Towards Possible Places of CAD
doi https://doi.org/10.52842/conf.ecaade.1996.211
source Education for Practice [14th eCAADe Conference Proceedings / ISBN 0-9523687-2-2] Lund (Sweden) 12-14 September 1996, pp. 211-220
summary This paper discusses the limitations of the most of educational systems of the present, which seem to be no longer sufficient to face the problems of the modern world. This concerns as well architectural education. Computer Aided Design is considered here as a specific case in a wider context of general goals of education. The linear, memory based, cause - effect model of education, where remembering of final effects of the processes is the criterion of teaching efficiency, does not respond to the growing complexity of problems. The task for today is to develop the individual ability to synthesise and creatively explore spheres between separate fields and reconsider the issue of values. This paper therefore emphasises the importance of the person in education, seeing the problem of its full development as a new base and final aim for education as a whole.

series eCAADe
email
last changed 2022/06/07 07:52

_id 2a99
authors Keul, A. and Martens, B.
year 1996
title SIMULATION - HOW DOES IT SHAPE THE MESSAGE?
source The Future of Endoscopy [Proceedings of the 2nd European Architectural Endoscopy Association Conference / ISBN 3-85437-114-4], pp. 47-54
summary Architectural simulation techniques - CAD, video montage, endoscopy, full-scale or smaller models, stereoscopy, holography etc. - are common visualizations in planning. A subjective theory of planners says "experts are able to distinguish between 'pure design' in their heads and visualized design details and contexts like color, texture, material, brightness, eye level or perspective." If this is right, simulation details should be compensated mentally by trained people, but act as distractors to the lay mind.

Environmental psychologists specializing in architectural psychology offer "user needs' assessments" and "post occupancy evaluations" to facilitate communication between users and experts. To compare the efficiency of building descriptions, building walkthroughs, regular plans, simulation, and direct, long-time exposition, evaluation has to be evaluated.

Computer visualizations and virtual realities grow more important, but studies on the effects of simulation techniques upon experts and users are rare. As a contribution to the field of architectural simulation, an expert - user comparison of CAD versus endoscopy/model simulations of a Vienna city project was realized in 1995. The Department for Spatial Simulation at the Vienna University of Technology provided diaslides of the planned city development at Aspern showing a) CAD and b) endoscopy photos of small-scale polystyrol models. In an experimental design, they were presented uncommented as images of "PROJECT A" versus "PROJECT B" to student groups of architects and non-architects at Vienna and Salzburg (n= 95) and assessed by semantic differentials. Two contradictory hypotheses were tested: 1. The "selective framing hypothesis" (SFH) as the subjective theory of planners, postulating different judgement effects (measured by item means of the semantic differential) through selective attention of the planners versus material- and context-bound perception of the untrained users. 2. The "general framing hypothesis" (GFH) postulates typical framing and distraction effects of all simulation techniques affecting experts as well as non-experts.

The experiment showed that -counter-intuitive to expert opinions- framing and distraction were prominent both for experts and lay people (= GFH). A position effect (assessment interaction of CAD and endoscopy) was present with experts and non-experts, too. With empirical evidence for "the medium is the message", a more cautious attitude has to be adopted towards simulation products as powerful framing (i.e. perception- and opinion-shaping) devices.

keywords Architectural Endoscopy, Real Environments
series EAEA
type normal paper
email
more http://info.tuwien.ac.at/eaea/
last changed 2005/09/09 10:43

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